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Sending out a challenge for a 3vs3 NFE single battle
DQ 2 days
2 chills/ 5 recovers
Any arena QUEUE:
Canis Majoris vs. Geodude6 (2v2 NFE Doubles)
Canis Majoris vs. Matezoide (2v2 FE Doubles)
Canis Majoris vs. ??? (3v3 2 FE 1 NFE Triples)
SubwayJ vs Geodude6 (1v1 FE)
Archen vs ???????? (3v3 NFE)
Reffing a couple of matches and posting the Queue that deadfox081 couldn't:
REFFING:
Canis Majoris vs. Geodude6 (2v2 NFE Doubles)
Canis Majoris vs. Matezoide (2v2 FE Doubles)
tavok vs CorruptedCheese (2v2 LC Doubles)
tavok vs deadfox081 (2v2 LC Doubles)
Please send me your pokemon via PM. Preferably one (1) PM per battle. QUEUE:
Canis Majoris vs. ??? (3v3 2 FE 1 NFE Triples)
SubwayJ vs Geodude6 (1v1 FE)
Archen vs ???????? (3v3 NFE)
Many apologies for not updating the queue in my last post, I plum forgot. I will jump in here and update it to mark that I've taken Archen's 3v3 NFE but.
QUEUE
Canis Majoris vs. ??? (3v3 2 FE 1 NFE Triples)
Archen vs deadfox081 (3v3 NFE)
I'm challenging deadfox081 to a Battle on the Big Bridge:
The Big Bridge said:
Battle Music: Clash on the Big Bridge
The Iconic Bridge from Final Fantasy V.
As it is a bridge, there is no grass source, but there is plenty of water available for use.
Random Enemies will spawn at the end of each round, and attack all battling Pokemon.
30% - Merrow 10 HP (Rank 3 SpA Water Gun)
20% - Flying Killer, 20 HP (Rank 3 Att Wing Attack)
20% - Neo Garula, 25 HP (Rank 4 Att Icicle Crash)
20% - Little Chariot, 15 HP (Rank 5 Att Megahorn)
10% - Gilgamesh 40 HP (One of Rank 6 Att Thief, Slash, Night Slash, Dynamic Punch OR Rank 6 SpA Air Slash, Hurricane Chosen at random)
NB. can only spawn once. If it does, the other enemies percentages become 30%, 25%, 25%, 20% respectively.
If a player knocks out one of the spawns, the spawn will attack the opponent once before upon it being KOed, and then the Pokemon to land the killing blow will regain 10 HP.
OPEN CHALLENGE
3v3 FE Singles (35 moves or less)
3 Day Player DQ Time
2 Recoveries/5 Chills per Pokémon
2 Substitutions per Pokémon
Mega Evolutions = However many the challenger wants
Arena: Battle Ring
Field Type: Neutral Complexity: Intense Format: Singles (Does not work in Doubles+)
Restrictions: All Evasive Damaging Moves (including Sky Drop) are banned.
Description: The arena is a circular arena with a radius of 20 metres, 40 metres in diameter. Surrounding the arena is a fiery pit that Pokémon will certainly want to avoid, even Fire-types. Pokémon in this arena will be constantly facing each other in this arena. The main objective is to knock the opponent off the arena. Whenever a Pokémon uses a contact move, they will rush towards their opponent, expending some energy. If they hit, they will knock their opponent away, towards the lava. Non-contact attacks on the other hand, will not require running, but there will be no knock-back unless the attack hits critically. Should a Pokémon fall into the lava, they will respawn near the middle of the arena. Switching will not change the position of the Pokémon coming in relative to the Pokémon being switched out. Despite the ring of lava, the hard floor, & no other natural elements, all moves are allowed, except evasive damaging moves, which are banned, as they are considered cowardly tactics, & go against the spirit of the arena.
Mechanics:
The arena is broken into 41 metre segments, starting at 0m, & increasing by 1m per segment to 40m. No more than one Pokémon can be in the same segment. These are the limits of the arena.
Any Pokémon that goes out of the arena limits will fall into the lava & take a flat 30 Damage, & will respawn at 20m.
If there is a Pokémon already at 20m, then the Pokémon will either respawn at 19m (if owned by the match seeker), or 21m (if owned by the match acceptor).
At the beginning, the match seeker's Pokémon starts at 15m, & the match acceptor's Pokémon starts at 25m.
If a Pokémon is switched out through any means, then the Pokémon switching in will spawn at the same place as the Pokémon switched out.
If a Pokémon uses a Contact move, then it will rush towards the opponent until they are 1m away from it, expending 0.2 Energy per metre traveled, before using the move.
If both Pokémon use a contact move, then they will both charge at each other simultaneously. To figure out the final positions for both Pokémon, use this formula:
FLOOR (Current Position + (Initial Distance between the two Pokémon × (Your Speed ÷ (Your Speed + Opponent's Speed)))) for the Pokémon closer to 0m.
CEILING (Current Position - (Initial Distance between the two Pokémon × (Your Speed ÷ (Your Speed + Opponent's Speed)))) for the Pokémon closer to 40m.
e.g. 50 Speed Pokémon at 20m, 100 Speed Pokémon at 30m, final position for first Pokémon is (20+(10×(50÷150)))=23m. Final position for second Pokémon is (30-(10×(100÷150)))=24m.
Each contact move has a knock-back property, that causes the Pokémon to fall back (towards -1m if the Pokémon hit is the closest to 0m, & towards 41m if the Pokémon hit is the closest to 40m).
This is calculated as: (Move BAP before external modifiers + Crit Modifier + User's WC - Opponent's WC), where Crit Modifier is the increase in BAP if the attack was a critical hit (3 normally).
e.g. a Tynamo Tackle hits another Tynamo. The knock-back caused is (4+(2-2)) = 4m.
Non-contact moves cannot cause knock-back unless the attack was a critical hit. The knock-back caused by the attack is basically the Crit Modifier only.
If the result of the formula is negative, then do not apply knock-back.
If both Pokémon use a contact move, then unless the slower Pokémon faints, then both Pokémon will suffer knock-back from the position they were in just before the attack at the same time. In other words, apply knock-back only after both Pokémon had attacked.
If a Pokémon using a contact move misses their target through any means, then they will move an extra two metres in the direction they were going, so a Pokémon at 30m misses a Pokémon at 19m, then the Pokémon will run to 18m.
Summary: A needlessly complicated with the intent of creating actual position segments in an arena. A concept, more or less. May or may not be somewhat based on Objection's Treadmills of Doom. Only a sane ref would probably ref this, however... :|
Now that I have scared off any potential challengers or referees...
QUEUE
Canis Majoris vs. ??? (3v3 2 FE 1 NFE Triples)
Archen vs deadfox081 (3v3 NFE Singles)
Arcanite vs deadfox081 (4v4 Singles) (Unaccepted)
Its_A_Random vs. ??? (3v3 FE Singles) (Complicated Arena alert!)
Free reffing!
6v6 LC/NFE/FE singles (first acceptor decides)
Switch = OK
Items = ON
3 subs
12 recovers/30 chills PER PLAYER
2-day player DQ/3-day ref DQ
One ability
1 Mega Evolution (if match is FE)
Arena:
Type Swap Field Type: Neutral Complexity: Intense Format: Any (2-player only) Restrictions: None
Description:
This arena appears similar to the ASB arena, however there is one major change: the typings of the Pokemon participating get scrambled around! When PMing their teams, both trainers number their mons 1-X, X being the number of mons per side.
Example: Player 1 has Snivy (4), Vulpix (2), Chinchou (1), and Archen (3). Player 2 has Azurill(3), Bulbasaur (2), Omanyte (4), and Misdreavus (1). Misdreavus becomes Water/Electric-type while Chinchou becomes Ghost-type. The other mons follow suit.
Simple, right?
QUEUE
Canis Majoris vs ??? (3v3 2 FE 1 NFE triples)
Its_A_Random vs ??? (3v3 FE singles) [WARNING: Arena is Mulan15262-level batshit insane]
??? vs ??? (6v6 LC/NFE/FE singles) [Ref: Geodude6]
Arena: Battle Ring
Field Type: Neutral Complexity: Intense Format: Singles (Does not work in Doubles+)
Restrictions: All Evasive Damaging Moves (including Sky Drop) are banned.
Description: The arena is a circular arena with a radius of 20 metres, 40 metres in diameter. Surrounding the arena is a fiery pit that Pokémon will certainly want to avoid, even Fire-types. Pokémon in this arena will be constantly facing each other in this arena. The main objective is to knock the opponent off the arena. Whenever a Pokémon uses a contact move, they will rush towards their opponent, expending some energy. If they hit, they will knock their opponent away, towards the lava. Non-contact attacks on the other hand, will not require running, but there will be no knock-back unless the attack hits critically. Should a Pokémon fall into the lava, they will respawn near the middle of the arena. Switching will not change the position of the Pokémon coming in relative to the Pokémon being switched out. Despite the ring of lava, the hard floor, & no other natural elements, all moves are allowed, except evasive damaging moves, which are banned, as they are considered cowardly tactics, & go against the spirit of the arena.
Mechanics:
The arena is broken into 41 metre segments, starting at 0m, & increasing by 1m per segment to 40m. No more than one Pokémon can be in the same segment. These are the limits of the arena.
Any Pokémon that goes out of the arena limits will fall into the lava & take a flat 30 Damage, & will respawn at 20m.
If there is a Pokémon already at 20m, then the Pokémon will either respawn at 19m (if owned by the match seeker), or 21m (if owned by the match acceptor).
At the beginning, the match seeker's Pokémon starts at 15m, & the match acceptor's Pokémon starts at 25m.
If a Pokémon is switched out through any means, then the Pokémon switching in will spawn at the same place as the Pokémon switched out.
If a Pokémon uses a Contact move, then it will rush towards the opponent until they are 1m away from it, expending 0.2 Energy per metre traveled, before using the move.
If both Pokémon use a contact move, then they will both charge at each other simultaneously. To figure out the final positions for both Pokémon, use this formula:
FLOOR (Current Position + (Initial Distance between the two Pokémon × (Your Speed ÷ (Your Speed + Opponent's Speed)))) for the Pokémon closer to 0m.
CEILING (Current Position - (Initial Distance between the two Pokémon × (Your Speed ÷ (Your Speed + Opponent's Speed)))) for the Pokémon closer to 40m.
e.g. 50 Speed Pokémon at 20m, 100 Speed Pokémon at 30m, final position for first Pokémon is (20+(10×(50÷150)))=23m. Final position for second Pokémon is (30-(10×(100÷150)))=24m.
Each contact move has a knock-back property, that causes the Pokémon to fall back (towards -1m if the Pokémon hit is the closest to 0m, & towards 41m if the Pokémon hit is the closest to 40m).
This is calculated as: (Move BAP before external modifiers + Crit Modifier + User's WC - Opponent's WC), where Crit Modifier is the increase in BAP if the attack was a critical hit (3 normally).
e.g. a Tynamo Tackle hits another Tynamo. The knock-back caused is (4+(2-2)) = 4m.
Non-contact moves cannot cause knock-back unless the attack was a critical hit. The knock-back caused by the attack is basically the Crit Modifier only.
If the result of the formula is negative, then do not apply knock-back.
If both Pokémon use a contact move, then unless the slower Pokémon faints, then both Pokémon will suffer knock-back from the position they were in just before the attack at the same time. In other words, apply knock-back only after both Pokémon had attacked.
If a Pokémon using a contact move misses their target through any means, then they will move an extra two metres in the direction they were going, so a Pokémon at 30m misses a Pokémon at 19m, then the Pokémon will run to 18m.
Summary: A needlessly complicated with the intent of creating actual position segments in an arena. A concept, more or less. May or may not be somewhat based on Objection's Treadmills of Doom. Only an insane ref would probably ref this, however... :|
Now that I have scared off any potential challengers or referees...
Count me in, I'm reffing this complicated battle of complicated...ness. I might send you a few VMs if I have any questions (like "would the running of 2 extra meters when a contact move misses expend extra energy?") tho. Inb4 I make no mistakes in terms of arena mechanics but forget every single one of the simple ones like STAB and damage calculations, because that's a pattern with everything I do in life QUEUE
Canis Majoris vs ??? (3v3 2 FE 1 NFE triples)
Its_A_Random vs ??? (3v3 FE singles) [WARNING: I don't read warnings] [Ref: Pikachuun]
??? vs ??? (6v6 LC/NFE/FE singles) [Ref: Geodude6]
Looking for a 4v4 NFE Doubles match. 48 hour DQ, no recovers/chills, arena shall be my Abandoned Junkyard [WARNING: COMPLEX ARENA], all abilities, training items only. Acceptor chooses everything else.
Arena: Abandoned Junkyard
Type: Steel
Restrictions:
No grass
No water
Digging moves cost 50% more energy (after STAB energy-cost reduction), except for steel-types.
Steel types are unaffected by dodge (but still effected by Agility(evasive) and Teleport(evasive)
Seismic attacks have reduced power (effectiveness dropped 1 stage).
Constant unchangeable steel shard storm (3 d/a +/-1 for steel resist/weakness, sandstorm with benefits only for steel-types and negative effects to non-steel types, steel-types have improved senses).
Sandstorm and rain may be added in addition to the steel shard storm.
Description:
An old abandoned junkyard. Steel shards are constantly being thrown about, damaging all non-steel types.
Due to the massive amount of metal, steel-types have superior senses that enable them to find an easy dig path to use, as well as not being affected by dodge.
Steel-types also have an accuracy boost as if it had a +Speed nature (using the speed that the pokemon has if -Spe or neutral, or having a 50% bonus to the boost if already +Speed). This ignores the minimum and maximum accuracy boost.
+Spe Mega-Lucario has a +19 accuracy boost. In this arena, though, it has a +28.5 accuracy boost, rounded to +29.
-Spe Aggron has a speed stat of 43. That gives it a +2 accuracy boost ROUND(43^2/870)=2.
Neutral Metagross has a speed stat of 70, That gives it a +6 accuracy boost ROUND(70^2/870)=6.
Some old appliances have been discarded (but not ovens, dish washers, freezers, lawn mowevers, or explosives; the people who discarded the waste there weren't dumb enough to do that).
Due to the large amounts of metal, there is no solid ground, just metal, so digging moves used by non-steels have a 50% greater energy cost and seismic attacks used by non-steels have their effectiveness reduced by one stage.
Due to the junkyard being in temperate land, it never gets warm enough for bright sunlight or cold enough for hail.
Queue:
Canis Majoris vs ??? (3v3 2 FE 1 NFE triples)
Its_A_Random vs ??? (3v3 FE singles) [Ref: Pikachuun]
??? vs ??? (6v6 LC/NFE/FE singles) [Ref: Geodude6]
Mulan15262 vs ??? (4v4 NFE Doubles)